AR in the healthcare market is witnessing a big boost with a high expected CAGR of 33.36% and market value expected to rise from US$621.727 million in 2018 to US$3,497.315 million in 2024
Augmented Reality (AR) and Virtual Reality (VR) technologies are gaining significant traction among healthcare experts owing to their numerous applications that range from assessment of surgical preparation to minimally invasive surgery and rehabilitation. Other applications of augmented reality in healthcare include medical training and pharmacy benefits management. As the population increases, the growing demand for surgical treatment as well as healthcare expenditure among people is boosting the application of augmented reality and virtual reality technologies in the healthcare sector by a significant degree.
Technological advancement in augmented reality and artificial intelligence technologies along with the increasing workload of healthcare professionals and stringent regulatory compliances in laboratory testing are expected to bolster the market forecasts in the upcoming years. Higher adoption of mobile augmented reality technology helps in bridging the gap in the patient-healthcare provider relationship and also helps patients to make better decisions about their health by educating and proving information to them.
Ogni pezzo è realizzato con un livello di dettaglio maniacale: con la realtà aumentata si può esaminarlo e provarlo in un ambiente prima di acquistarlo.
Morpholio ha unito le forze con una delle società più avanzate nel campo della realtà aumentata, la Theia Interactive.
Lo scopo è quello di realizzare insieme il design di una serie di nuovi pezzi di arredo che i clienti possano provare in casa proprio con la realtà aumentata prima di acquistarli.
Il sistema renderà più facili le decisioni di acquisto, fornendo agli acquirenti l’esatta resa di un mobile ancora prima che questo sia ordinato e sistemato fisicamente nel luogo di destinazione.
Attualmente il pannello dell’app Morpholio mostra una gamma di lavori iconici da diversi designer mondiali. Dalle sedie di Marcel Breuer a quelle di Mies Van Der Rohe (chi non conosce la mitica Barcelona chair?). Non mancano anche altri architetti e designer come Eero Saarinen o David Adjaye (con la sua Washington Chair), o Richard Schultz. Parterre de Roi.
Ogni pezzo è realizzato con un livello di dettaglio quasi maniacale: grazie all’AR gli utenti possono esaminarlo minuziosamente da ogni angolazione possibile.
Un po’ più in qua. No, un po’ più in là
Quella che è già considerabile come la più avanzata interazione in realtà aumentata creata per l’arredo di interni ed il design permette un livello di autonomia e libertà di personalizzazione mai visti prima.
Tutto il retaggio attuale viene completamente eliminato: niente più forme di cartoncino o progetti su carta. Niente campioni infiniti di tessuti, colori e materiali per comporre un ambiente. Al loro posto un ambiente tridimensionale che permette di miscelare persone e oggetti nello stesso scenario di realtà aumentata.
Il risultato è la visione di un intero ambiente di arredo che prende letteralmente vita. I clienti possono scegliere i prodotti, modificarne le caratteristiche e spostarli a piacimento nella stanza per valutarne la resa.
Il team Morpholio è concentrato attualmente su diverse partnership con Porcelanosa, Dyson, Hansgrohe, e molti altri per realizzare sempre più prodotti 3D ed esperienze immersive per designer e clienti.
THE BALL AND THE RACKETS EXIST IN AN AUGMENTED REALITY WORLD
Developed by Stereolab’s’ ZED Mini and HTC vive, an augmented reality game of table tennis has the internet amazed, and gearing up for a future.
ZED Mini is the world’s first camera mixed-reality camera that uses virtual and augmented reality together. Virtual reality is a totally artificial world created through computer graphics which the user navigates and interacts with like in the real world.
Augmented reality, however, is a scenario like this one, where players can see the virtual table, rackets and balls, but also the real-world room they’re in. And HTC Vive is a headset which, “pulls virtual worlds off your computer screen and into your home”.
THE SCIENCE BEHIND TIME’S NEW APOLLO 11 MOON LANDING AUGMENTED REALITY EXPERIENCE
TIME this week launched TIME Immersive, a new iPhone and Android app that we’ll use to deliver groundbreaking augmented reality and virtual reality experiences. First up: the TIME Moon Landing experience, the world’s most accurate 3D re-creation of the Apollo 11 mission, which took place 50 years ago this month. Users can watch an approximately five-minute AR simulation of the Apollo 11 landing, narrated by TIME’s Jeffrey Kluger and featuring original NASA audio from the mission, then explore the surface of the moon on their own.
What makes the TIME Moon Landing hyper-accurate? At the experience’s core lies incredibly precise data meticulously collected over the last 20 years by John Knoll, the chief creative officer and visual effects supervisor at Industrial Light and Magic, a top Hollywood special effects company founded by George Lucas.
“I’m old enough to remember seeing the Apollo 11 landing live as a kid,” says Knoll, who gave his data to TIME. “That really left a big impression on me. In the years that followed, I was always fascinated with the space program.”
Knoll began collecting Apollo 11 landing data after stumbling upon a transcript of radio calls between the spacecraft and mission control. Those transcripts, he says, underscored the harrowing few minutes just before the “Eagle” lander touched down on the lunar surface, when it was running dangerously low on fuel. That moment, says Knoll, was largely glossed over in the Apollo 11 documentaries of his youth. “In reading the timestamped transcripts, this is white-knuckle time,” he says.
Knoll’s commitment to accuracy came in part from his disappointment with some Hollywood directors who pay lip service to scientific precision but abandon it in favor of what they or the studios believe is better storytelling. “I was very committed to making the re-creation as technically accurate as I could make it, in getting everything right about the motion of the spacecraft, the lighting conditions, the lunar terrain, where individual rocks and craters were,” says Knoll. “And to figure out if there were clever or sneaky ways to extract data from unlikely sources.”
To that end, Knoll relied on a handful of data sources, including NASA telemetry graphs, footage from a descent camera on the lunar module (LEM), and data from the Lunar Reconnaissance Orbiter (LRO), a probe orbiting the moon that was launched in 2009. He made up for shortcomings in the data with advanced computer vision techniques, including one process whereby the altitude of moon surface features can be estimated based on how bright or dark they appear in photographs.
“When you look at a photograph of the moon, and you see all that light and shadow, what you’re seeing is the orientation of the surface relative to the sun,” says Knoll. “If a surface is brighter, it’s because it’s inclined more towards the illuminance, and if it’s darker, it’s because it’s inclined more away. If you start on one end of an image, and if a surface is lighter than the average then it’s inclined up, so you accumulate the altitude, and if it’s darker, it’s declined, and so you decrement the altitude. By doing that, you can integrate an approximation of the terrain.”
Knoll hopes that the experience helps people better understand and take pride in the complexity of the Apollo project.
“I’m a big champion of science education, and people really understanding what we achieved,” says Knoll. “Those Apollo missions were great and amazing, and especially in these very divisive times, everyone regardless of their political affiliation can look back with some pride and look back at the accomplishment.”
The TIME Moon Landing experience was co-produced by TIME, John Knoll, the Smithsonian’s National Air and Space Museum and Smithsonian’s Digitization Program Office, Trigger, RYOT, and the Yahoo News XR Program. It is available within the TIME Immersive app, which you can download for iPhone in Apple’s App Store, or for Android in the Google Play Store. Look out for more TIME Immersive projects in the near future.
These days, new and evolving technology has introduced the world to 3 very fascinating realities, Virtual Reality or VR, Augmented Reality or AR, and Mixed Reality or MR. in this article, you will see what makes them different from each other and how they are contributing in different areas of work. Let’s have a brief look at what is VR, AR, and MR
● VR — With VR app development, it engages users in a completely artificial digital setting.
● AR — It covers virtual objects on the real-world setting.
● MR — It covers and keeps the virtual objects anchored to the real world.
VIRTUAL REALITY OR VR
Virtual Reality (VR) is also called a computer-simulated reality which delivers an immersive experience. In this, computer technologies are used with the real headsets to create an imaginary world with the lifelike sounds, imageries and other feelings that are the imitation of a real environment. An accurate VR app development setting will immerse all the five senses in the human body including taste, smell, sight, sound, and touch, but in reality, it is not always possible. Nowadays, it can be said that VR has established itself in some very practical areas, especially after the years of popularity in the gaming industry. VR uses two types of main headsets:
1. PC-connected
These headsets are connected to a computer or gaming console that provides with top-quality visual experience. They can also be used with special controllers and users can interact with the virtual world.
2. Standalone
These headsets are not needed to be connected to a computer or a gaming console. Most of the standalone headsets use a smartphone screen for interacting with virtual reality. They are quite affordable and easy to use
AUGMENTED REALITY OR AR
Augmented Reality (AR) is live and direct or indirect viewing of a real-world environment where its elements are amplified or augmented using audio, video, graphics, or GPS data. It gives you a lot more freedom than what you get in the real world. Smartphones and tablets are two of the most widespread means of AR as of now. Two types of main devices are:
1. Portable devices
AR is perhaps the most reachable and handy reality technology, as people can get access to it using portable devices like smartphones and tablets in order to use applications based on augmented reality. AR apps simply use a smartphone camera in order to seize the real world. Then the virtual items are overlaid, and users can easily see them on their portable device.
2. AR glasses and headsets
Another way to enjoy augmented reality is by using smart glasses or AR headsets. As compared to VR headsets, these AR glasses and headsets don’t engage the users into a completely virtual environment. Instead, they just add virtual objects in the real world.
MIXED REALITY OR MR
Mixed Reality is also called as hybrid reality. It is the merger of real and virtual environments in order to create new environments and visuals. In that new environment, both physical and digital entities exist together, interacting in real time. It means a new imagery is placed inside a real space in such a manner that the new imagery can interact to a degree, with the real world as you know it. The distinguishing factor of MR is that the artificial content and the real or physical world content can interact with one another in real time.
There can also be a different form of mixed reality. In this new form of mixed reality, users watch and interact with a fully virtual environment which is overlapped on the real world surrounding the users. If you are finding it a bit confusing, look at it from a different perspective. Just imagine that you are fully engaged and interacting into a completely virtual environment. However, you are still walking around in your room at your place. What do you think will happen if you trip over an object lying on the floor? To prevent any such incidence, your headset must be able to keep track of the real world while you are immersed in the virtual world and adjust the virtual setting accordingly. This type of MR is a lot closer to VR as compared to AR.
There are different types of devices that can be used for mixed reality:
1. Holographic devices
These headsets comprise transparent glasses through which you will be able to keep track of your surroundings easily and avoid any kinds of unfortunate incidents while using MR. in this; Virtual experiences are generated using holograms.
2. Immersive devices
These headsets comprise of non-translucent spectacles that totally block out the real world just like VR headsets. They use cameras for tracking the real world.
CONCLUSION
It can be difficult to point out one choice from all three realities. While VR is being used for years in the gaming industry, AR and MR are also not far behind. However, while AR just overlays the virtual objects on the real environment, in MR, the digital parts of the environment are more conscious of what is happening in the real surroundings around you and thus represent a more realistic interaction.